And reapply it in end(). It may be necessary to call end() during
setup_frame in order to render nested content, but the camera must
remain.
namespace GL {
Renderer::Renderer(const Camera *c):
+ default_camera(c),
changed(0),
matrices_loaded(false),
state_stack(1)
throw invalid_operation("Renderer::end");
*state = State();
+ if(default_camera)
+ set_camera(*default_camera);
+ else
+ standard_shdata.uniform("projection_matrix", Matrix());
shdata_stack.clear();
excluded.clear();
LEGACY_PROJECTION = 128
};
+ const Camera *default_camera;
unsigned char changed;
bool matrices_loaded;
std::vector<State> state_stack;